The Krawl: Afflictions Manual
Introduction to Afflictions
The dangers of The Krawl do not end with the killing blow — many leave a lasting mark on those who survive them.
Afflictions are the status conditions that shape the flow of every expedition: the creeping paralysis from a spider's venom, the terror that roots a warrior to the spot, the exhaustion that turns a champion into a liability. This manual catalogues every known affliction, its source, and — critically — how to cure it. Knowing how a condition works before it takes hold can be the difference between a difficult fight and a total collapse.
Using This Manual:
Application: Conditions are applied through combat, traps, environmental hazards, or magical effects. Each entry lists its typical sources and trigger.
Duration & Saves: Most conditions last until a save succeeds, a specific action is taken, or the condition is removed. The save type and Difficulty Level are listed on each card.
Cures: Every affliction has at least one cure — rest, altar, potion, or spell. Some require specialised treatment only available deeper in The Krawl.
Stacking: Some conditions intensify when applied repeatedly. Critical save failures may worsen an existing condition rather than applying a new one.
Application: Conditions are applied through combat, traps, environmental hazards, or magical effects. Each entry lists its typical sources and trigger.
Duration & Saves: Most conditions last until a save succeeds, a specific action is taken, or the condition is removed. The save type and Difficulty Level are listed on each card.
Cures: Every affliction has at least one cure — rest, altar, potion, or spell. Some require specialised treatment only available deeper in The Krawl.
Stacking: Some conditions intensify when applied repeatedly. Critical save failures may worsen an existing condition rather than applying a new one.
Contents
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